I have been missing out on these sessions and I gladly give up my saturday session if we start to play Arma with the DoW again. My availability is limited to what I have left as spare time after my saturday work though... (sometimes I will not be able to make it if work takes longer than expected, saturdays I work on my own boat and if the job is not done we continue till we nearly fall asleep...)
Right now I have some experience with the GameMaster mode (AKA Zeus) and I know how to make an immersive mission with it. We should make a ruleset for the GM what he can do and what not but since GM can take control of AI it will feel more dynamic and realistic.
Mods I suggest and why:CORE:CBA: >3mb basic compatibility and extra functionality in arma
Ace: >200mb Before I was against this but now I know how to switch of modules. The advanced balistics and the medic system is way more cooler and combined with the ace medic we can ditch the entire squad revive and get back dead is dead.
TFAR or ACRE2:, both are good and have their disadvantages. What we need is proximity chat and radio coms. Previously I had issues with TFAR which where related to some corrupted DLL files and those have been fixed, we should not have issues with that again and if someone has issues send them to me I know what to do...
Real armor mod: >10mb Usefull for stock vehicles...
To concider:Werth Headless Module: >100mb To reduce load on the host or server and spread it out over clients
aLive: For server and host data and some features, to be tested as it seems to cause problems with other mods for some people
UWV: (Units, Weapons and Vehicles) RoulatingBurnes Armouries: >500mb Tanks with interior and systems and a few interesting vehicles
FFAA mod: >1.8gb Spanish units, very detailed
RHS ESCALATION and GREF: >5gb We have used this before, US, russian and former soviet country's UWV
To concider for roulation:Cup pack: >25gb Loads of weapons and vehicles from the US, British, Russian and former soviet country's This is a massive mod containing all the content from previous arma versions and DLC's and maybe
too big for this communityBAF mod: >1.5gb British armed forces, to be used together with
Burnes Armories for more vehicles
BWmod: >1gb Bundeswehr aka the German forces. this one lacks vehicles
NIArsenal: >500mb Variety of weapons
VSM: >100mb Uniforms, Helmet's and Vests
MAP mods to concider for roulation: (these may depend on other mods so the size may be bigger than I put down)CHzone: >1.2gb Map of the area around the CHNNP, this map contains all the enterable buildings from the stalker series but some baricades removed and positioned in their real positions in Pripyat. (I am working on a 50/50 scripted/gamemaster mission on this map)
Unsung: >4.5gb Vietnam mod, I concider it beeing to big,
-also needs APEX DLC so a NONO for DOW missions- in case the size was not limmiting enough...
Trung Si: >800mb Map based of Apocalypse Now (the movie)
Xcam Taunus: >1.8gb Mao based of Taunus area in Germany, This is a map which is heavy which means Flying over AI is impossible and AI is limited in amount, though for us as smaller group should not be an issue.
Bornholm: >2gb Norwegian based map
Kunduz, afgan: 1gb
Bozcaada: >200mb
Gorgona: >100mb
Isla Duala: >400mb
Lingor island: >500mb
CUP terrains: >8gb All the terrains from previous versions of Arma. I concider this mod beeing to big. This mod can be broken up with seperate terains:
- Afghan: >200mb
- Bohemia: >150mb
- Chernarus: >400mb
- Sharani: >400mb
- Shapbur: >50mb
- Takistan: >400mb
- Utes: >50mb
- Zargabad 200mb
We can not have all of this, not by a long shot and not all mods can be used together due to incompatibilitys and those are known by meIf you have the room spare and are new to arma, download these and check them out.
We are to use a small modset, that means that most of the times uptill now we often used this combination:
CBA
TFAR
and sometimes FFAA keeping the modset under 2GB
This means that it is pick and place with the mods and most listed here won't be used.
The Sessions here are limited by the smallest space available by a member. This will be the limiting factor. For that I request all people who are interested to give an estimate of how much space they are willing to dedicate to arma mods and make that a dynamic number, example:
2gb to 8gb temporarily or as in my case
50gb to 120gb temporarily (requiring me to move other games and mods temporarily to an external hdd)
For the missions around the units:
You can search missions on the internet, test them yourself before submitting them as idea for a session. If you send them to me I will see if I can open them up and take a look at what is inside and see if I can chance some stuff to fix the balance for the playeramount we have for the session or can modify it to do it on the fly in game master mode.
For missions in Game master mode:Missions in Game Master mode do not require any preparation. I will make a template so we can work with that and then we can just make a mission on the fly.
I as a Game Master or anyone taking that role will need about 15 minutes or more time in advance setting up the mission, (if it is a long drive that will do aswell). To organise these missions I will need a general idea with an attack plan and some idea of where you expect units. Also tell which nation and units and assets you want to use.
As a Game Master you are not allowed to place units down close to players and placing them in cleared areas is instant no GM for you in my oppinion. Players far away... you can place them... players close, move them in from far away.
In a GM game all assets are available so there will be no such thing as a mod not beeing used...I forgot the rest so lucky you guys this will be ennough to concider...
Don